MPSE Wavelength

Fall 2026

Issue link: https://digital.copcomm.com/i/1546054

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M OT I O N P I CTU R E S O U N D E D I TO R S 13 Games ask something different of us. In games, and especially open-world games, the player can change that timeline. They decide where to go, how fast to move, when to stop, when to fight, when to listen, and when to completely ignore the path we thought they would take. They might run through a carefully designed environment, or they might stand still for five minutes and take in the world. They might trigger dialogue in the middle of combat, turn away from a beautiful vista, or completely change the emotional pacing of a scene just by how they choose to play. That is one of the things I love most about game audio. It is also one of the things that makes it so challenging. We are not just building sound for a scene. We are building sound for a living system. Ambiences need to move and breathe naturally as the player travels through the world. Music needs to respond to emotion, tension, location, and gameplay state. Dialogue needs to stay clear and connected to the story, even when the player is moving, fighting, exploring, or doing something no one quite expected. Foley, weapons, vehicles, UI, cinematics, and environmental sound all have to work together while the experience is constantly being reshaped in real time. In that sense, the player is always in the mix. They are not mixing in the traditional sense, of course, but their choices affect what is heard, when it is heard, and how it is felt. The audio team creates the assets, the rules, the transitions, the priorities, the variations, and the emotional intent. The player brings all that to life through movement and interaction. When game audio works well, the player does not notice all the machinery behind it. They are not thinking about priority systems, runtime mixing, implementation, state changes, or layered assets. They simply feel present in the world. They understand the threat before they see it. They feel the weight of a weapon, the intimacy of a quiet conversation, the scale of a battlefield, or the emotion of a musical transition. That kind of invisibility is the goal. In games, every creative decision also has to account for how the sound will behave once the player is interacting with it. A sound may need to be exciting and detailed on its own, but it also needs to survive repetition. A line of dialogue may need to carry the story, but it also needs to work in multiple gameplay contexts. A musical cue may need to support an emotional beat, but it also needs to transition smoothly when the player turns around, enters combat, or leaves the area entirely. A Foley asset may need to feel human and specific, but still sit correctly in a world that can shift from quiet exploration to absolute chaos in seconds. That is why collaboration is such a huge part of the craft. Great game audio is never the result of one person or one department. It takes sound designers, dialogue editors, music editors, Foley artists, mixers, audio programmers, composers, implementers, directors, producers, performers, and developers all working toward the same experience. Every decision has to serve not only the moment, but also the different ways that moment might be experienced. The best game audio does not simply accompany gameplay. It responds to it. It supports the player. It guides without getting in the way. It helps make the world feel alive. That is also why recognition for game audio matters. The craft is not only in the sounds themselves. It is in how those sounds behave. It is in the restraint, the variation, the testing, the iteration, and the ability to make something feel authored, even when the player is in control. The Motion Picture Sound Editors recognition of game audio helps put that craft in front of the larger sound community. It shows that this work is not separate from sound editorial, but an important evolution of it. That visibility also matters for the next generation of talent. The more we talk about the quickly evolving creative and technical demands of interactive sound, the better we can prepare young editors, designers, and mixers for where the craft is heading. And I think this is also pointing toward something bigger. This may seem a little science fiction but hear me out. For years, I've imagined what it might feel like to step inside a movie. There have been attempts at this through interactive cinema, VR, themed experiences, and narrative games, but I do believe we are moving toward a future where watching a story and being inside it may start to feel like part of the same experience. One day, we may be able to experience something with the emotional shape and authorship of a film, while also feeling completely present inside it. Not watching from the outside, and not simply playing through a set of mechanics, but existing inside a story that can respond to us convincingly and seamlessly. If that future arrives, sound will continue to be a huge part of what makes it feel believable. The audience will need to feel the emotional pull of cinema while also sensing that the world around them is alive, responsive, and aware of their presence. That is part of what makes game audio so exciting to me. We are already working in that technical and creative space, adding sound to worlds that have to support authored story, player choice, emotional intent, and real-time interaction all at once.

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